OniFly

From OniGalore
Revision as of 12:28, 1 February 2006 by 202.7.166.169 (talk)
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Planned features

  • You press a key to start/stop flying. Same as Bid For Power.
  • You can fly up with Jump. Also, if you aim your mouse up and run, you'll run "uphill" through the air. Same with down.
  • When you're knocked over, you fall for a few seconds, then you can start flying again.
  • You can move faster than normal.
  • Enemies can move faster than you can.

And, in best-case scenario, it would lead to this stuff:

  • Enemies can fly too, so they'll all chase you through the air.
  • You'll have to dodge Superballs being fired from above and below.
  • Mid-air pistol duels will be fairly normal.
  • Throws will be essential for getting someone to fall a few storeys below you.

Implemented features

TODO

Bugs

AI

AI don't fly enough

The AI don't chase the player as often as they should.

  • If they have a loaded weapon, they seem to stand still and fire it until it's empty -- so no flying.
  • Sometimes, they stand at the edge of a cliff and just glare at Konoko instead of chasing her (because the pathfinding AI is in control, not the combat AI.

Potential fix: Once an AI unit goes "ah!" and realizes an enemy is in front of them, we could probably make sure they stay in combat mode forever after that.

AI needs to stop jumping

When someone jumps, they are frozen in mid-air until they try to punch.

Potential fix: Detect their jump animation, and make them do another action (eg stand still).

Jittering

Anyone who's flying will pop up and down constantly. It looks really bad.

Potential fix: If we can insert some code into Oni's run loop instead of running an external program, I think we could adjust the player's position before it's drawn to the screen.


Useful findings

Findings that may be of use to other projects:

  • Using custom code, it's very easy to detect & set a character's current animation and frame.